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public static function
Foldout(
foldout:
bool,
content: string,
style:
GUIStyle = EditorStyles.foldout):
bool;
public static bool
Foldout(bool
foldout,
string
content,
GUIStyle style = EditorStyles.foldout);
public static function
Foldout(
foldout:
bool,
content:
GUIContent,
style:
GUIStyle = EditorStyles.foldout):
bool;
public static bool
Foldout(bool
foldout,
GUIContent content,
GUIStyle style = EditorStyles.foldout);
public static function
Foldout(
foldout:
bool,
content: string,
style:
GUIStyle = EditorStyles.foldout):
bool;
public static bool
Foldout(bool
foldout,
string
content,
GUIStyle style = EditorStyles.foldout);
public static function
Foldout(
foldout:
bool,
content:
GUIContent,
style:
GUIStyle = EditorStyles.foldout):
bool;
public static bool
Foldout(bool
foldout,
GUIContent content,
GUIStyle style = EditorStyles.foldout);
Parameters
foldout |
The shown foldout state. |
content |
The label to show. |
style |
Optional GUIStyle. |
Returns
bool
The foldout state selected by the user. If true, you should render sub-objects.
Description
Make a label with a foldout arrow to the left of it.
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
Create a foldable menu that hides/shows the selected transform.
// Create a foldable menu that hides/shows the selected transform
// position.
// if no Transform is selected, the Foldout item will be folded until
// a transform is selected.
class FoldoutUsage extends EditorWindow {
var showPosition : boolean = true;
var status : String = "Select a GameObject";
@MenuItem("Examples/Foldout Usage")
static function Init() {
var window = GetWindow(FoldoutUsage);
window.Show();
}
function OnGUI() {
showPosition = EditorGUILayout.Foldout(showPosition, status);
if(showPosition)
if(Selection.activeTransform) {
Selection.activeTransform.position =
EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position);
status = Selection.activeTransform.name;
}
if(!Selection.activeTransform) {
status = "Select a GameObject";
showPosition = false;
}
}
function OnInspectorUpdate() {
this.Repaint();
}
}